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DonPatch

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About DonPatch

  • Rank
    23 flavors of win
  • Birthday 10/27/1987

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    Miamisburg, OH
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    CH Sidewinder

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  1. DonPatch

    Arcade Stick vs Controller

    Pads aren't hard to use at all, you just need to get double-jointed thumbs, like me :D lol seriously though, I have seen no advantage from a stick that makes it worth spending hundreds of dollars on. I can do the tk hcl airdash in combos, and I don't even main i-no, I just practiced it a little bit. Only reason I would personally ever want one is to be ready to use an arcade machine, but I don't see me going to any arcades that have one anytime soon.
  2. DonPatch

    AC A.B.A. 101: RTSD with a 500lb. Key guide

    I second this. I need more tricks to learn, and we've pretty much milked AC dry of those. enough with the side projects guys, put your overture/blazblue related ideas on the backburner and get back to work on what gave you your following in the first place
  3. DonPatch

    [CT] Hakumen vs V-13

    you're right, I think it has 12 frames of vulnerablility at the end? something like that. it won't work in all situations I'm sure, otherwise the matchup would probably be even, if not in hakumen's favor, but I still wouldn't be so quick to call it useless. most likely the people I do this to have probably never even seen hakumen before, but even the people that know to jump over it don't seem to be able to punish very well before I recover. at the very least it's a nice way to remind nu that she can't just stand back and spam swords until you die. even putting that little bit of fear into her can possibly open up a new route to win with. I personally feel this option is worth playing around with, considering he doesn't exactly have much else going for him in this matchup
  4. DonPatch

    [CT] Hakumen vs V-13

    ah, but you see even if they jump over it, the move is completely invincible and gets you right in on her. one of the only things that makes this fight overly difficult is how hard it is to get close to her, and this does the job perfectly. I would hardly consider this move useless in this fight, especially considering how easy it is to get stars against nu if you're good at IBing and know how to play defensively.
  5. DonPatch

    [CT] Hakumen vs V-13

    the counter super is actually incredibly useful against nu. it's unblockable, crosses the entire screen, and can counter almost anything she throws at you. not to mention a staple of her long range mixup is the 4D sword which is easy to counter on reaction. if you can sit back and guard long enough to get those 4 stars, you have a fairly easy way in. plus it has a huge hitbox, so even if they try to get out of it there's not much chance they'll be able to. I whore this when fighting nu's
  6. DonPatch

    A.B.A AC Combo Thread

    needs more situational combos! normal mode 25% tension when the opponent is at the proper height: 6HS (counter hit) > bloodpack > FB danzai > dash in 5P > c.S > 2S > sj.k > sj.S > sj.HS > sj.D > orbs > (with 50% starting instead of 25%) FRC airdash > j.HS > j.D > orbs/keygrab this combo has a decent shot at dizzying a lot of the cast at some point during it. not a 100% guaranteed dizzy, but it happens often enough to make it worth mentioning. cmon people, get creative with those buttons!
  7. DonPatch

    Accent Core: ABA Discussion

    clouth, while you'll need to know which characters this works on and which ones it doesn't, j.K can combo into a 2hit orb if it connects on a large portion of the cast. doing hits in a blockstring before the j.K connects (like airdash j.S j.P j.K) might effect this due to pushback, but I haven't tested that yet. if you land a j.K and are able to though, orbs are a really great option.
  8. DonPatch

    Accent Core: ABA Discussion

    hmm.. I'll play around with it at least and see if I can get much use out of it. on an unrelated topic, I was wondering if I could get an explanation for something.. one of my most used BnB's is c/fS (1) > 6HS (2) > rekkas FRC > 66 2D > Danzai > 66 c/fS (1) > keygrab > OTG keygrab. I noticed however that if I replace the first c/fS with an air attack like j.S or j.HS (since a high hit is more likely to connect than a mid) the combo becomes techable between the 2D and the danzai. it's the exact same number of hits, the only difference is what move I start the combo with. anyone have an idea what's causing this? I mean, it's easy enough to get around just by altering the rest of the combo, but I just thought it was an unusual effect
  9. DonPatch

    Accent Core: ABA Discussion

    that's interesting, I've never really felt that the 2HS frc was useful ever. largely because of being able to combo into the rekka's from that which builds up more guard bar and still has an frc, but also because of 2HS's jump cancel. hell, you could even just do a 2/5P after it since it gives you +2 on block. what exactly are you doing with the 2HS frc to make it so useful?
  10. DonPatch

    Accent Core: ABA Discussion

    is anyone else sad that the most attention the aba boards have gotten for a while are this and elvenshadows silly puns? =( and wemp, for otg keygrabs, try hitting somebody with a keygrab while they're standing up, then as soon as you finish doing the move do another one. that's an OTG keygrab. normally hitting people while they're OTG gives them extremely fast recovery, but an OTG keygrab knocks them back on the ground and more importantly changes your mode (keep in mind knocking somebody on the ground with an OTG move makes them stand up incredibly fast)
  11. DonPatch

    Accent Core: ABA Discussion

    same reason you wouldn't instant kill at the start of a match.. way too easy to see coming lol
  12. DonPatch

    Accent Core: ABA Discussion

    seth, I'd love to get to evo this year, but I'm not sure just yet whether or not I'll be able to. if I make it out there, you bet your ass we're getting some matches in though. hopefully by then I'll have worked on my wakeup danzai's like I've been planning to do for about 2 months now lol
  13. DonPatch

    A.B.A AC Combo Thread

    something I like to do is get them in a blockstring long enough to get the guard bar flashing, and right when it starts to flash get them to block the rekka's > FRC > run in 5P > tick throw / FB Danzai. the tick throw seems to get people the majority of the time, but if you notice them throwing out a lot of quick attacks or trying to throw you, you can mix in the FB danzai instead to eat any form of counter they try. after a tick throw, assuming their guard gauge is high enough (at least 87 in training mode I believe) I'll combo into 9 > j.S > j.D > orbs(2hits) > land. from there it gets kinda character specific, but it's generally 66 > 5S > 2S > sj.S > sj.D > orbs > 6FRC6 > j.HS > keygrab (about 295 on sol). if I catch them with a FB danzai, as soon as I recover from the move I IAD and orb right below them, which catches them with a 2hitter > land > 2S > sj.S > sj.D > orb > 6FRC6 > j.HS > keygrab (about 350-380 on sol, can't remember the exact number). again, this is character specific to an extent, but the basic combo is the same. some characters just need more or less hits depending on weight. also, I'd like to throw that catching any enemy with a j.K while they're standing otg can combo into a 2hit orb instantly as long as it's not in the corner. this makes it a useful option as a fake crossup. normally, jumping over the enemy, airdashing backwards, and doing j.HS is a fairly reliable crossup, but should they start to catch on to it and block it, you can potentially trick them by airdashing just a tiny bit later, so you don't go overtop of them, and doing j.K right after the airdash finishes (so it hits in the right direction) then combo into orbs. since aba's j.K comes out so fast, it can potentially hit people out of some counter attempts as well, though that's untested.
  14. DonPatch

    A.B.A AC match video thread

    her IK in goku moroha does pretty much the same thing lol
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